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0:01Recap and set the stage for the day, laying out rooms in a constraint- or evaluation-based manner

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0:01Recap and set the stage for the day, laying out rooms in a constraint- or evaluation-based manner

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0:01Recap and set the stage for the day, laying out rooms in a constraint- or evaluation-based manner

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7:12Toggle off superfluous test code in GenerateLightingPattern()

7:12Toggle off superfluous test code in GenerateLightingPattern()

7:12Toggle off superfluous test code in GenerateLightingPattern()

9:26Run the game to see that we load up faster

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9:26Run the game to see that we load up faster

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9:26Run the game to see that we load up faster

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9:49Toggle off the existing test world generation code in CreateWorld()

9:49Toggle off the existing test world generation code in CreateWorld()

9:49Toggle off the existing test world generation code in CreateWorld()

11:10Begin to implement gen_connection

11:10Begin to implement gen_connection

11:10Begin to implement gen_connection

13:16The distinction between Database and Winged-Edge Data Structure, with a recommendation to read 'Transaction Processing' by Jim Gray1

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13:16The distinction between Database and Winged-Edge Data Structure, with a recommendation to read 'Transaction Processing' by Jim Gray1

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13:16The distinction between Database and Winged-Edge Data Structure, with a recommendation to read 'Transaction Processing' by Jim Gray1

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17:44Spec out gen_room_connection as a linked list of connections to a single room

17:44Spec out gen_room_connection as a linked list of connections to a single room

17:44Spec out gen_room_connection as a linked list of connections to a single room

20:04Spec out gen_connection itself as a linked list of its two connected rooms, with gen_room_connection as a linked list of these connections

20:04Spec out gen_connection itself as a linked list of its two connected rooms, with gen_room_connection as a linked list of these connections

20:04Spec out gen_connection itself as a linked list of its two connected rooms, with gen_room_connection as a linked list of these connections

22:10Implement this more verbose version, introducing AddConnection() for Connect() to call, and making GenRoom() link up the rooms

22:10Implement this more verbose version, introducing AddConnection() for Connect() to call, and making GenRoom() link up the rooms

22:10Implement this more verbose version, introducing AddConnection() for Connect() to call, and making GenRoom() link up the rooms

28:46Implement GenerateWorld(), and GenerateRoom() to do the old work of AddStandardRoom()

28:46Implement GenerateWorld(), and GenerateRoom() to do the old work of AddStandardRoom()

28:46Implement GenerateWorld(), and GenerateRoom() to do the old work of AddStandardRoom()

41:31Make GenerateRoom() call BeginWorldChange() and EndWorldChange(), and begin to systematise the entity system inside the world generator working off a sim_region, respecifying BeginEntity() and EndEntity() as AddEntity() and PlaceEntity()

41:31Make GenerateRoom() call BeginWorldChange() and EndWorldChange(), and begin to systematise the entity system inside the world generator working off a sim_region, respecifying BeginEntity() and EndEntity() as AddEntity() and PlaceEntity()

41:31Make GenerateRoom() call BeginWorldChange() and EndWorldChange(), and begin to systematise the entity system inside the world generator working off a sim_region, respecifying BeginEntity() and EndEntity() as AddEntity() and PlaceEntity()

58:52Relieve EndSim() and EndWorldChange() of taking the World, and create handmade_room_gen.cpp

58:52Relieve EndSim() and EndWorldChange() of taking the World, and create handmade_room_gen.cpp

58:52Relieve EndSim() and EndWorldChange() of taking the World, and create handmade_room_gen.cpp

1:02:16Disable transparency compositing in GNOME 3

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1:02:16Disable transparency compositing in GNOME 3

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1:02:16Disable transparency compositing in GNOME 3

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1:03:34Pull the entity creation code from handmade_world_gen.cpp into handmade_room_gen.cpp

1:03:34Pull the entity creation code from handmade_world_gen.cpp into handmade_room_gen.cpp

1:03:34Pull the entity creation code from handmade_world_gen.cpp into handmade_room_gen.cpp

1:06:24Add TempMemory to the world_generator struct for GenerateRoom() to use, and setup the room's position and dimensions for entity simulation purposes

1:06:24Add TempMemory to the world_generator struct for GenerateRoom() to use, and setup the room's position and dimensions for entity simulation purposes

1:06:24Add TempMemory to the world_generator struct for GenerateRoom() to use, and setup the room's position and dimensions for entity simulation purposes

1:15:45Enable AddPlayer() to create a player entity, calling AddEntity() directly on the SimRegion

1:15:45Enable AddPlayer() to create a player entity, calling AddEntity() directly on the SimRegion

1:15:45Enable AddPlayer() to create a player entity, calling AddEntity() directly on the SimRegion

2:19:41stormblazhandmade_hero Can you start optimizing your code as you go or when you reach major milestones, or do you need to wait for near-completion to optimize your code, and make sure you don't have useless coding lines bulking up?

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2:19:41stormblazhandmade_hero Can you start optimizing your code as you go or when you reach major milestones, or do you need to wait for near-completion to optimize your code, and make sure you don't have useless coding lines bulking up?

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2:19:41stormblazhandmade_hero Can you start optimizing your code as you go or when you reach major milestones, or do you need to wait for near-completion to optimize your code, and make sure you don't have useless coding lines bulking up?

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2:23:21sahfortv Q: Maybe something for next week, but can you make the boundary wall heights equal?

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2:23:21sahfortv Q: Maybe something for next week, but can you make the boundary wall heights equal?

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2:23:21sahfortv Q: Maybe something for next week, but can you make the boundary wall heights equal?